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❣ Chile in a Photography ❣

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@punkytowngame
Hello, I met one of you during a video game meet and greet (i apologize, I'm horrible with names off the top of my head). I was mentioning to one of you about my interest in volunteering on helping out during production. I was wondering where can I send you links to animations I've done, including my website? I'd love to lend my hand over to help out on production with my knowledge of 2D and 3D animation.
Please send your reel/portfolio to [email protected], thank you!
A brief retrospect and more
This is meant as a brief look back on how the last (almost) year of development on the game went. It won’t go into specific events or details, but it is a gist of what happened in that time. Details about how come we have so “stop and go” will likely have to wait until a “postmortem” retrospect.
Where things went
As a company, we had been working on the game project at varying paces as one big team and several smaller ones. Just as we were all about to kick it into high gear and knock out more work than we had before, we ran into some big problems. The whole thing came to a screeching halt, and what happened next was a lot of backtracking and unfortunately our longest period of downtime, during which nobody was able to keep moving. It has taken a while, but we have been making our way into the groove of things once again!
Why the wait?
Chizi and I want to focus on fleshing out critical aspects of Punky Town just as much as getting a presentable game demo ready to show off. Currently we have an off-kilter imbalance of nearly-finished work and roughs we need to even out. Because of this, the juicy details about Punky Town aren’t ready to show off with a polished and playable game demo just yet. We have wanted to have one ready for over a year, but we feel it is very important for us to time its revealing carefully, along with a rock-solid campaign to have it succeed.
So what now?
We are adopting a slightly different approach now. While Chizi and I think it is wise to present the most important aspects of our game accurately and with sufficient completeness, we want to start showing off as much as we can without spoiling it as much as possible. For anyone wondering, yes, there are a lot of spoilers we can’t reveal.
Setting things straight
From here on out, we are making it a top priority to keep our fans and followers updated on the game’s progress. This also means we’re gonna start posting some teasers online of what that may or may not be completely polished: concept art, screenshots of game elements, tidbits of lore (and there’s a LOT of lore), etc. In the past, we failed to keep our fans in the loop with the meat and potatoes, let alone a have a stew ready for you. Expect these after the convention, since right now we are putting 100% of our effort into preparing for our next convention, BLFC.
To our fans: you are everything to us, and we want to express our gratitude by showing you what you probably came here for in the first place.
-Tarocco
It's been a year already?
Fun or no fun, time sure does fly. It really doesn't feel like it was long ago that we first announced we were excited to be be at Biggest Little Fur Con in Reno. One year later and we're doing it all again, in less than a week! Only this time, it's a bit different. A lot has changed in a year since then, and there will be retrospects plural coming later.
Our personal theme for this year at BLFC is going to be about working on the game with the resources we have and having some interesting works in progress to share more than anything else. We will be in the convention Dealers Hall for every day it's open (June 2-4), so stop by table #85 and check it out!
More information about dealers is available on goblfc.org. There will be more information to come on our current events with the convention, so stay tuned. We look forward to meeting you at BLFC!
For auditions, can a singer submit an English take of the song or would you prefer japanese
We’d like this song to be in Japanese please! There are Romaji lyrics available on the soundcloud page to help you with the pronunciation if you need them! https://soundcloud.com/punky-town/curtains-vat-vocal-mix
Calling all Punky Town fans!
Today we are excited to announce our first public request for your help. After releasing the first song that will be featured in Punky Town, we are currently looking for a different lead singer to be the voice of Kivani -- a charismatic hyena full of wild energy.
It's Kivani's cover of Punky Town's song Curtains, with the original voiced by Casual Toast. If you feel like you have a voice that fits the part, please send us a submission of your take as Kivani singing Curtains by email at [email protected]!
We will contact the creator of the qualifying submission for further discussions on participation in creating Punky Town. Chizi will also select two honorable mentions for a chance at a drawing of your original character singing in the Punky Town style.
Submissions are open for the next 4 weeks from now until June 23rd at 11:59PM PDT (UTC -7). Come on! We want to hear your voices!
LISTEN, DOWNLOAD & SING (W/ LYRICS)
Listen to Curtains on SoundCloud
Grab the instrumental and add your beautiful voice
Don't hesitate to ask questions you have, by Tumblr/Twitter/Facebook or email at [email protected].
Earlier this week on Twitter we mentioned that we have some very exciting news to share. We will be announcing it today. Hint: it's about YOUR involvement in Punky Town and opportunities.
This is just the beginning to the important things we have been working on and have planned.
This is one of the very exciting things that our team has managed to produced, one of the playable songs that we have planned for this game. Original Composition and Vocal: Casual Toast on soundcloud https://soundcloud.com/casualtoast Composition and mixing: Eluti
Cover art: Napkit 灰色の街を流離って どれだけ盲目だったか、今は気付いてる 何度も辿ったあの道から 僕は初めて一歩外れた そして幕が開いて新しい演奏を表す 舞台から立ち昇って 夜空を照らす音のように 僕らも立ち昇って(たちあがって) この街を自分の色に染め 一匹(ひとり)の子に何ができる? 全てが怖くて、そう思っていた 幕の向こうへ踏み出そうか? 足の震えが止まらないけど 一歩だけでも前に踏み出さなきゃ 星のように煌いて 夜気を割く反響のように 僕らも口開けて この街で自分の声を響かせる So I’m calling, can you hear me? We are not alone, we can’t be afraid 僕らが齎さなければ 朝は来ないから 舞台から立ち昇って 夜空を照らす音のように 僕らも立ち昇って(たちあがって) この街を自分の色に染め上げる (translation) Wandering a city of grey I realize now how blind I was I’ve taken my first step away from that road I traveled so many times. And so the curtain opens and reveals a new performance Like the sounds that rise up from the stage, and illuminate the night sky We too will rise up and paint this city in our own colors What can one kid accomplish? That’s what I though, terrified Should I step onto the other side of the curtain? My feet won’t stop shaking But even it’s only one step, I must go forward Like the reverberations that glitter and cut through the night air like stars We will open our mouths and let our own voices ring out in this city So I’m calling, can you hear me? We are not alone, we can’t be afraid Because the morning will not come unless we bring it about Like the sounds that rise up from the stage, and illuminate the night sky We too will rise up and paint this city in our own colors (Romaji) Hai iro no machi wo sasuratte dore dake moumoku datta ka ima wa kizuiteru nando mo tadotta ano michi kara boku wa hajimete ippo hazureta soshite maku ga aite atarashii ensou wo arawasu butai kara tachinobotte yozora wo terasu oto no you ni bokura mo tachiagatte kono machi wo jibun no iro ni some hitori no ko ni nani ga dekiru subete ga kowakute, sou omotteita maku no mukou he fumidasou ka? ashi no furue ga tomaranai kedo ippo dake demo mae ni fumidasanakya hoshi no you ni kirameite yaki wo saku hankyou no you ni bokura mo kuchi akete kono machi de jibun no koe wo hibikaseru So I’m calling, can you hear me? We are not alone, we can’t be afraid bokura ga motarasanakereba asa ha konai kara butai kara tachinobotte yozora wo terasu oto no you ni bokura mo tachiagatte kono machi wo jibun no iro ni someageru All rights belongs to Roaring Fangs LLC
Roaring Fangs is excited to be here at GaymerX! Stop by our booth (Indie Games table 7) to learn more about our game and get some Punky Town stickers!
Now the main character of Punky Town may be Vat the Bat but I wouldn’t be surprised if this tiny keytarist stole the spotlight. I can’t wait for this game to come out!
This looks so cool! Pudi loves you too! :3
So, any video previews uploaded anywhere?
We’re planning to update our development blog more regularly, and you can expect to see videos there. We will make an announcement when we are ready to show off the details of the game and the game in-progress.
Something cool is coming and it’s making its debut at Further Confusion in a BIG WAY (literally!) with a 6ft tall banner with artwork made by me and typography by @dazuresky!
Meet Vat the Bat, main character and up-and-coming rock star with big dreams in a game called Punky Town, a rhythm sidescrolling platformer game featuring a huge story (with tons of character art drawn by me)! If you want to see this banner in person and hear more details about the game, be sure to stop by Roaring Fangs’ table at FC (marketplace, #3). They’ve got prints for sale by awesome artists and cool free swag to give away too! Visit RoaringFangs.com for more updates and future content!
Check out our awesome banner by our Art Director, @crayonchewer!
“Hi there! The name is Vat! Vat the Bat~ I’ve just moved to this town to start my career to become the greatest punk rock star ever! If you have any questions, bring it on!”
Vat’s got a personal ask blog. I wonder if those bat wings are real...
Image Source
It's time for another update, and not a moment too soon. We've been hard at work here at Roaring Fangs, getting ready to go into full-tilt production with copious amounts of prep work we wish would do itself. In the midst of our busywork, GDC 2015 happened, and a few miracles happened. If you keep up to date with the latest video game development news, it's likely that you've heard by now that Unity 5 is available for free (gratis), along with Unreal Engine 4 and Valve Source 2 respectively. As a sort of mixed blessing (mostly a blessing), we're redacting our statement about moving away from Unity due to the fundamentally different licensing and capability of Unity Personal Edition. We were prepared to drop unity altogether, but almost too-conveniently this happened. Instead, we will continue building on our existing work. It's an enormous boon to everyone involved with this project because It means we don't have to migrate or start from square one. Less downtime, more action. We get to have our cake and eat it too.
That's the long and the short of it. We're going to have some pretty exciting updates soon. Stay tuned.
-Tarocco
Hi, Tarocco from Roaring Fangs here. In addition to my post about starting a company, I think it’s necessary to give a rough overview of the project I’ve been working on for about a year now. We’ll be sharing how our game is coming along shortly. In the meantime, here’s a summary of how things went.
Before Chizi and I started Roaring Fangs, we were just animator and a programmer. The whole thing started as an ambition to make a video game and soon became one of Chizi’s class projects. It grew over time, especially in the animation department where we had several animators join in to help us flesh out characters and scene elements for a playable prototype.
We had been using Unity and other animation software to make our game. I did nearly all the Unity stuff by myself, hard-pressed to make sure the majority of the code was not cookie-cutter “copy pasta” from the Unity forums or unserviceable nonsense spaghetti code. That extra help in the animation department helped enormously, and so we were able to finish our prototype on time.
But each of us had other college classes stacked on top of this project. Things were moving really slow. At the time, I was taking nothing but major-related classes for Computer Engineering at San Jose State University. I had to make time to work on the game, and since lots of important meetings took place near California College of the Arts in Berkeley (I was not enrolled at CCA), I was essentially adding an extra class and a 50+ mile commute on to my week.
Occasionally, Chizi was able to make it to SJSU Game Development Club meetings. We demoed our game, showed off concept art, and made a lot of fans (spoiler alert: kind of like how the game works). During an expo at CCA, we received feedback from early playtesting and got to hear what people think about the game’s mechanics, theme and overall feel, like difficulty or specific things that might need improvement. Based on the feedback we received, we decided that we’re ready to take this beyond a school project.
Things are better now. All of us have more time available to put into the game and we’re making it happen. Chizi recently graduated and I’ve decided to take a semester leave from SJSU. But we’re not ready to hit the ground running just yet. We’re looking for support, workforce and funding. We’re building a fanbase, finding people to help out with the game and figuring out the financial side of things right now.
What’s even more challenging is that we’ve decided to move away from Unity due to licensing restrictions. Some people might see this as a setback, but I see it as a great opportunity to take advantage of the fact that we will have a great amount of licensing freedom with our products, and the M.O. of our products will be under our control and not just a black box.
So there’s the gist of a year of highly-staggered development. We’re ready to fix that, and we have what it takes. We just need to get some things in order and get down to business.
If you want to hear more about our game and how things are coming along, follow our blog and stay up to date. More information about our studio can be found at RoaringFangs.com.